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I've always thought that The City's architecture should reflect anti rough/thief precautions, as the gap of the wealthy and the poor widens, thieves are the scourge of the city. You need a light on every building's seam.

I suppose it looks strange to me because building exterior lighting (that's not lighting up a specific feature like a crest or statuary) is really unusual for this architecture style, and because, when used at all, the lighting scheme generally consists of either single powerful spotlights on the ground/roof illuminating an entire vertical swath of the building, or spaced out bi-directional lights.

A stack of uni-directional lights illuminating isolated bare patches of a building side just looks unnatural and kind of gamey.

ZylonBane, the Thief universe doesn't have to be exactly as our world. Let's suppose that Yandros lives in the thief universe and he found that lights placed that sense would grant beauty to the buildings facade, so what? That proves that someone would find better to place lights that way. As far as i´m concerned i think it works, though i have the habit of placing lights in crescendo but that's because i am influenced by the real life, but in the Thief Universe it's important to change rules to make it unique.

In a way Cardia has a point, in that the cityscapes in the two missions in my contest entry are my own interpretation of the Thief universe and feature some subtle changes like the lights being referenced here, as well as having buildings slightly taller than in the OMs. Also that mission takes place in North Quarter which is barely represented in the OMs (First City Bank & Trust is the only OM set there), so I feel a bit more creative freedom in this regard.